I am talking swimming, sense headings, dagger, sword, and so on. Your skill with axe has increased to 203. That sort of thing.
I don't see this much nowadays. But I liked it in Everquest. The idea that it is not enough to possess a weapon. You need to skill up in using one.
Will Pantheon have this?
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
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I did not get a feeling it mattered at all in the EQ series,just a meaningless number i never looked at or needed to look at.
All their statistical ideas did not matter,i would see numbers like +120 STR on one item but not feel much better with an entire set loaded.This is what ALL developers do,they give you a false sense that loot is extra special,often times seeing big numbers on screen or in log but the combat feels the same.
In FFXI it was somewhat better,still not good enough imo.I know the complaints,hear them all the time "grind is too slow to level up my weapon"To that i say too bad,that is what plausible realism in a role playing game should be like,you should not be auto skilled at something you never done before.
Swimming was ok,you could sense that you could swim faster.
Senses?As in you have discovered a trap sort of old school idea?Yeah sure i could go for that.I like to see every mob have it's own set of senses,from poor sight to really good hearing to dumb as nails,or sense an injured/blood player or sense their comrade may need help etc etc.
Never forget 3 mile Island and never trust a government official or company spokesman.
Miss the good ole days
I don't like the idea of only having so many points to spread out, if I put in the time to become a master of swords, I don't want to give that up to get good with maces.
Caseyx
I don't think he really played EQ to any extent, tried it but not actually played it.
Skill mattered, he'll I doubt he even knows what fizzle meant in EQ.
To busy pontificating over Ffxi
Are there plans for a "meaningful" implementation of this? Or could I simply skill this up by whacking a million rats? What I mean is would there be diminishing returns for skill-ups based on the inherent challenge of the task?
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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I also think people may be misled as to the efficacy of weapon skills by project1999, where it's never worked properly. That was not the case on live.
Basically, if I take the time to skill up something, I shouldn't have to "forget" the skill just to use something different. That does give me an idea though...what if you lose skill points in a given weapon if you stop using it altogether? Nothing too fast but if I don't practice or use my mace after a few weeks of game play (not RL time), the skill get's a little "rusty"...
I love the fact that there will be a more realistic approach to weapon and spell damage on mobs. Throwing a lightning bolt at a storm elemental should heal the damn thing! A flaming sword should do better against yetis and ice elementals
Caseyx
Strength stats were more important, but we were talking about skills skillups.
"Be water my friend" - Bruce Lee
Sure the games was a pure PvP game, so this is somewhat unrelated. But you had to level up your Prowess to be strong. Sure skill mattered but Prowess was a large part of it.
Unless you were unemployed or disabled and played the game 24/7, it was impossible to catch up to the veterans....... With this new players unspoken quit the game as fast as they started. I remember playing soooo hard for a month only to be frustrated when I realized it took many months to be anything at all.
You have to walk a very fine line between playing a lot has it's rewards and keeping retention.
Like I say I'm not sure this is related, but something to keep in mind.
Also I really liked what WoW did early with having trainers for different weapons very far part. Taking a day to travel to another town so you could seek out the trainer of a different weapon you wanted to learn. Cool stuff!
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Well said though, Pantheon isn't a game where you focus on leveling up. The highlight of the game will not be max level, but the entire process. What you achieve during the process will also have a much greater impact on what you're able to do at max level. Based on what they've told us, if someone only focuses on levels, they will be ill-equipped at max level.